head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Pure Optimization
A tower-defense action RPG hybrid about defending magical portals from enemy waves.

Optimization · Pure Optimization
A colorful loot ARPG where theorycrafting builds beats anything your hands do.
Deathtrap leans Optimization (Pure Optimization); Torchlight II leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Some real-time aiming in tower placement and hero control.
Torchlight II
Faster combat asks for dodging and skill timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Enemy waves are scripted or randomized, not adaptive.
Torchlight II
Enemies are scripted swarms, never adaptive
Torchlight II leans a little harder on variance, though the gap is small.
Deathtrap
Wave composition and loot rolls add unpredictability.
Torchlight II
Loot rolls and random maps drive the chase
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Tower and build optimization is the deeply solvable core.
Torchlight II
Skill trees and gear synergies decide character power
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.